Draw XXL documentation


Draw Engine Basics.EulerRotation(...);

Draws the euler representation of a rotation.

Green parameters are required. Yellow parameters are optional, but have to be supplied in order.


static void DrawEngineBasics.EulerRotation(...);

Code snippet names: drawEuler_go and drawEuler_go_func.

Parameters:
Type Parameter Name Description
GameObject gameObject
Vector3 customVectorToRotate A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it.
float length_ofUpAndForwardVectors
float alpha_ofSquareSpannedByForwardAndUp
string text
bool useAnglesFromQuaternion_notFromEditorsTransformInspectorDisplay The same rotation can be represented by different sets of euler angles. By default Draw XXL uses the angle set from the transform component when it draws the euler rotation (it is the specially trimmed "human eye friendly" set of angles). Though Unitys quaternion.eulerAngles function returns a different set of angles. With this "useAnglesFromQuaternion_notFromEditorsTransformInspectorDisplay" parameter you can choose to display these instead of the human eye friendly angle set. The final rotation itself stays the same.
float alpha_ofUnrotatedGimbalAxes
float gimbalSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawEngineBasics.EulerRotation(...);

Code snippet names: drawEuler_tr and drawEuler_tr_func.

Parameters:
Type Parameter Name Description
Transform transform
Vector3 customVectorToRotate A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it.
float length_ofUpAndForwardVectors
float alpha_ofSquareSpannedByForwardAndUp
string text
bool useAnglesFromQuaternion_notFromEditorsTransformInspectorDisplay The same rotation can be represented by different sets of euler angles. By default Draw XXL uses the angle set from the transform component when it draws the euler rotation (it is the specially trimmed "human eye friendly" set of angles). Though Unitys quaternion.eulerAngles function returns a different set of angles. With this "useAnglesFromQuaternion_notFromEditorsTransformInspectorDisplay" parameter you can choose to display these instead of the human eye friendly angle set. The final rotation itself stays the same.
float alpha_ofUnrotatedGimbalAxes
float gimbalSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawEngineBasics.EulerRotation(...);

Code snippet names: drawEuler_vec and drawEuler_vec_func.

Parameters:
Type Parameter Name Description
Vector3 eulerAnglesToDraw
Vector3 posWhereToDraw
Vector3 customVectorToRotate A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it.
float length_ofUpAndForwardVectors
float alpha_ofSquareSpannedByForwardAndUp
string text
float alpha_ofUnrotatedGimbalAxes
float gimbalSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawEngineBasics.EulerRotation(...);

Code snippet names: drawEuler_quat and drawEuler_quat_func.

Parameters:
Type Parameter Name Description
Quaternion quaternionToDrawAsEulerAngles
Vector3 posWhereToDraw
Vector3 customVectorToRotate A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it.
float length_ofUpAndForwardVectors
float alpha_ofSquareSpannedByForwardAndUp
string text
float alpha_ofUnrotatedGimbalAxes
float gimbalSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.